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- Axis Forces - 1st Pz Div (comprising 2 Pz Reg,
Mot Reg, M/C Btn, Recon Btn, MotEng Co)
- Soviet Forces - 41st TD, 121RR (comprising 2 Tk Reg, Mot Btn,
Recon Btn, Mot Arty Btn, Mot Eng Btn, SMG Co, 2 R Btn, 2 AT Co, IG
Co)
This force mix pits 6xPzIIIGs, 6xPzIIIFs,
3xPzIIID, 3xPzIVE, 6PzIIF, 4xPSW222, 2xPSW221 against 3xBA20, 6xBT7,
15xT26C, 15xT28, 6xT34/40, 4xT35, 6xT40, 2xKV1)
Strategic Overview
RoEs
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HTs cannot participate in overruns of armour.
-
HTs can only participate in overruns of non-armour (with
an assault strength>0) when accompanied by an equal number of non-HT
combat units.
-
HTs may overrun any unit with a 0 assault strength as
they wish.
-
HTs may scout and surround.
Battlefield
There are three main foci of victory point hexes - the hills around
Slabada (300VPs), the town of Arikamiai (300VPs), the line to the east of
the town (400VPs) and the bonus hex to the east of the hills of Slabada
(200VPs). The axis require a gain of 500+VPs to take a victory (i.e.
>half the draw spread). Thus, they require only two of the three
primary objectives to gain victory. There are no clean lines of
communication between the Danieliska and Arikamiai which limits the
soviets ability to form a center of gravity, whereas Raseiniai is the
perfect center about which the axis can operate towards either of the
objective areas.
Force Mix
At first glance it looks as though the
soviets have a substantial material advantage in AFVs. However, it comes
at a cost of quality and timing. By and large the soviet AFVs have
equivalent offensive firepower, however, they (mostly) suffer greatly from
reduced rate of fire and maneuverability. The latter points imply that I
will get one shot off for every two of the enemy. Furthermore, much of my
force is to arrive later in the game. When coupled with the fact that my
best AFVs are not the speediest on the market means that I will be hard
pressed to get them into service. There are a couple of bonuses, namely
the KV-1s and 10 smoke to use in 20 turns, but the heavy tanks do not
arrive until turn 8, by which time the battle may well be decided. If they
get here in time, these will, I predict, be very useful. One final thing
to bear in mind is that the german pltns are typically SP=5, whereas half
the soviet armour is SP=
3. This actually gives
the german armour better firepower, but also makes them more brittle.
Early war soviet riflemen do not stand up against german
motorised infantry (1:6,3,2:4 vs 2:14,11,7,4:6) particularly well, plus I
have no equivalent to german mg pltns. The moral of the story here is to
stay out of sight as best as possible, and stay in terrain.
A final word regarding the axis superweapon - transport
halftracks. The axis have seven of these units, fast, armoured and
potentially a pain in the rear. We have agreed to limit their freedom
of action somewhat - see the RoEs above.
Force Distribution
121RR is focused on the SW quadrant, with reinforcements
entering from the southern mapedge. 41TD is focused in the east, with
reinforcements appearing in the south. The 1PzD has each of its sub-parts
split north and south of the road running through Slabada.
Strategy
It is likely that the axis will keep
their deployment as is and proceed along the three natural axes. This is
NOT what I would do as axis, I would concentrate most of my force in the
north and try to engage the soviet armour as it arrives piecemeal while
holding the Slabada VPs and the bonus VPs. That would give me the 500pt
swing but more importantly I would have a good shot at inflicting more casualties. Also, it would allow me to
attack Arikamiai from two directions and across the marsh/forest line in a game where I
was looking for a major victory. However, that is just me, and I turn out
to be playing the soviets.
The problem that the soviets have is that their forces
in initial contact are the weaker units, and that there is no
obvious line of communication between the eastern forces and the
southern rifle regiment and reinforcements. Thus, it is important not to
engage the enemy early in the game and be destroyed piece by piece. The
overall plan is to make a show of force to the enemy early on in the
Slabada hills area and concentrate as quickly as possible in the
south. If I can get him to dismount his m/c recon in my LOS then the
motorcycles themselves become easy points and he may end up shifting more
forces to the northern focus.
The Game Turns
|
Turn 1 |
recv 3/21/2005 |
sent 3/27/2005 |
|
Turn 2 |
recv 3/29/2005 |
sent 3/31/2005 |
|
Turn 3 |
recv 4/4/2005 |
sent 4/5/2005 |
|
Turn 4 |
recv 4/9/2005 |
sent 4/9/2005 |
|
Turn 5 |
recv 4/16/2005 |
sent 4/18/2005 |
|
Turn 6 |
recv 4/19/2005 |
sent 4/20/2005 |
|
Turn 7 |
recv 4/23/2005 |
sent 4/23/2005 |
|
Turn 8 |
recv 4/26/2005 |
sent 4/26/2005 |
|
Turn 9 |
recv 4/29/2005 |
sent 4/30/2005 |
|
Turn 10 |
recv 5/5/2005 |
sent 5/5/2005 |
|
avg (not incl. T1) |
3.7 days |
.7 day |
Conclusion (warning: spoiler, do not read if you
do not want to know the result)
This game hinged on the decision on turn 1 to send the bulk of the
eastern force SW to relieve Arikamiai as fast as possible. Had the axis
managed to reach the bottleneck on the road SE from Arikamiai then it
seems that the situation would have been very tough for the soviet
reinforcements to make it through to take back the town.
As it turned out, even though the initial axis
assault on the original defenders of Arikamiai was very successful, they
were unable or disinclined, to continue the push through to the
bottleneck. Perhaps the early display of BT-7s in the south was a
sufficient deterrent. perhaps the axis plan called for a halt after taking
the town. Whatever the reason, the lull after the initial assault allowed
the soviets to muster to the SE of Arikamiai out of LOS and then launch a
devastating assault once all their reinforcements had arrived.
The soviets were also aided by the choice of the axis player to mount
"forward" defensive positions when defending Arikamiai. SUch defences
expose the outer crust of the defence to LOS and thus enemy direct fire
and spotted artillery bombardment. Furthermore, when the single units in
this crust are disrupted they can by overrun with units with plenty of APs
that can then probe the second line of the defence without exposing
themselvevs to opfire. Once this recon is complete the attacker can then
plot the most advantageous assault route through the defenders position.
This tactic was most apparent in turn 10 when the entire defence of
Arikamiai was rolled up in one turn.
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